The Druid has access to seven groups of skills:
- Basic - Physical damage Earth and Storm damage skills that generate spirit. No Cooldowns.
- Core - Storm, Earth, Bear and Wolf skill damage at the cost of spirit. No Cooldowns.
- Defensive - These mitigate damage received, deal physical damage, and increase survivability. They don't cost spirit but do have Cooldowns.
- Companion - Summon creatures to fight alongside you dealing physical and poison damage. They don't cost spirit.
- Wrath - Heavy-duty physical damage. Does not cost spirit but do have Cooldowns.
- Ultimate - High damage offensive skills They don't cost spirit but have long Cooldowns.
- Key Passives - Can have a point in only one of these.
The tables are read from left to right with the upgrades listed to the right of the main skill. Passives are listed below each Skill Tree.
BasicRequired Points: 0 |
---|
Earth SpikeSunder the earth, impaling the first enemy hit for 19% damage. Type: Nature Magic Damage: Physical Generates: 16 Spirit Lucky Hit Chance: 35% Tags: Basic, Nature Magic, Earth |
Enhanced Earth SpikeEarth Spike has a 15% chance to Stun (CC) for 2.5 seconds. |
Wild Earth SpikeSummon a second Earth Spike when hitting an Immobilized or Stunned enemy. |
Fierce Earth SpikeFortify for 12% of your Maximum Life whenever Earth Spike damages enemies who are Stunned, Immobilized, or Knocked Back. |
ClawShapeshift into a Werewolf and claw at an enemy for 28% damage. Type: Shapeshifting Damage: Physical Generates: 15 Spirit Lucky Hit Chance: 50% Tags: Basic, Werewolf, Shapeshifting |
Enhanced ClawClaw's Attack Speed is increased by +20%. |
Wild ClawClaw has 15% chance to attack twice. |
Fierce ClawClaw applies 19.8% Poisoning Damage over 6 seconds. |
Storm StrikeElectricity gathers around your weapon, dealing 20% damage to your target and chaining to up to 3 surrounding enemies, dealing 20% less damage each time it chains. You gain 15% Damage Reduction for 3 seconds after dealing damage with Storm Strike. Type: Nature Magic Damage: Lightning Generates: 15 Spirit Lucky Hit Chance: 25% Tags: Basic, Nature Magic, Storm |
Enhanced Storm StrikeStorm Strike has a 15% chance to Immobilize (CC) all enemies hit for 2.5 seconds. |
Wild Storm StrikeStorm Strike chains to 2 additional targets. |
Fierce Storm StrikeStorm Strike has a 50% chance to make enemies Vulnerable for 3 seconds. |
MaulShapeshift into a Werebear and maul enemies in front of you, dealing 26% damage. Type: Shapeshifting Damage: Physical Generates: 20 Spirit Lucky Hit Chance: 30% Tags: Basic, Werebear, Shapeshifting |
Enhanced MaulIf an enemy is hit by Maul, then Fortify for 8% of your Maximum Life. |
Wild MaulMaul has a 20% chance to Knock Down (CC) enemies for 2 seconds. |
Fierce MaulIncreases the range and radius of Maul by 25%. |
Wind ShearConjure a piercing blade of wind, dealing 20% damage. Type: Nature Magic Damage: Physical Generates: 16 Spirit Lucky Hit Chance: 20% Tags: Basic, Nature Magic, Storm |
Enhanced Wind ShearWind Shear has a 20% chance to make enemies Vulnerable for 4 seconds. |
Wild Wind ShearWind Shear grants 4 additional Spirit for each enemy hit beyond the first. |
Fierce Wind ShearEach enemy hit by Wind Shear increases your Movement Speed by 5% for +5 seconds, up to +20%. |
CoreRequired Points: 2 |
---|
PulverizeShapeshift into a werebear and slam the ground, dealing 50% damage to surrounding enemies. Type: Shapeshifting Damage: Physical Spirit Cost: 35 Lucky Hit Chance: 25% Tags: Core, Werebear, Shapeshifting |
Enhanced PulverizeYour next Pulverize will Overpower every 12 seconds while you remain Healthy. |
Primal PulverizeEnemies hit with Pulverize deal 20% reduced damage for 4 seconds. |
Raging PulverizeEnemies Overpowered by Pulverize are Stunned (CC) for 3 seconds. |
LandslideCrush enemies between 2 pillars of earth, dealing up to 75% damage. Type: Nature Magic Damage: Physical Spirit Cost: 30 Lucky Hit Chance: 20% Tags: Core, Nature Magic, Earth |
Enhanced LandslideAfter Landslide damages enemies 4 times, the next hit will Immobilize (CC) enemies for 3 seconds. |
Primal LandslideWhen you Immobilize or Stun an enemy, you gain a Terramote. Each enemy hit by Landslide consumes a Terramote causing a guaranteed Critical Strike with x40% Critical Strike Damage. Bosses always have up to a 10% chance to grant a Terramote when hit. |
Raging LandslideWhen you strike an Immobilized or Stunned enemy with Landslide, an additional pillar of earth is formed. |
TornadoConjure a swirling tornado that deals 35% damage. Type: Nature Magic Damage: Physical Spirit Cost: 40 Lucky Hit Chance: 8% Tags: Core, Nature Magic, Storm |
Enhanced TornadoEach time you cast Tornado, you have a 20% chance to spawn an additional Tornado. |
Primal TornadoEnemies damaged by Tornado are Slowed (CC) by 8% for 3 seconds, stacking up to 40%. |
Raging TornadoEnemies hit with Tornado have a 10% chance to become Vulnerable for 3 seconds. |
Lightning StormConjure a growing lightning storm that deals 40% damage per strike. The number of strikes increases the longer the storm is channelled up to a maximum of 5 at once. Type: Nature Magic Damage: Lightning Spirit Cost: 15 per strike Lucky Hit Chance: 15% Tags: Core, Nature Magic, Storm, Channeled |
Enhanced Lightning StormThe size of your Lightning Storm is preserved for 6 seconds after channelling. |
Primal Lightning StormLightning Storm has an 12% chance to Immobilize (CC) enemies hit for 3 seconds. |
Raging Lightning StormLightning Storm gains 1 additional lightning strike. |
ShredShapeshift into a Werewolf and perform a trio of combo attacks:
Type: Shapeshifting Damage: Physical Spirit Cost: 35 Spirit Lucky Hit Chance: 20% Tags: Core, Werewolf, Shapeshifting |
Enhanced ShredShred gains + 30% Attack Speed and Heals for 4% of your Maximum Life if an enemy is struck. |
Primal ShredShred's second and third attacks also perform a dash. In addition, Shred's Critical Strike Damage is increased by x30%. |
Raging ShredShred's third combo attack is larger and applies an additional 70% Poisoning Damage over 5 seconds. |
Passives
Heart of the WildMaximum Spirit is increased by 3/6/9. |
AbundanceBasic skills generate x 6 / 12 / 18% more Spirit. Requires a point in Heart of the Wild. |
Wild ImpulsesYour Core skills cost x 3 / 6 / 9% more Spirit but deal x 5 / 10 / 15% increased damage. Requires a point in Heart of the Wild. |
Predatory InstinctCritical Strike Chance against Close enemies is increased by + 2%/4%/6% |
Digitigrade GaitYou gain + 4 / 8 / 12% Movement Speed while in Werewolf form. This bonus persists for 3 seconds after leaving Werewolf form. Requires a point in Predatory Instinct. |
Iron FurYou gain 3 / 6 / 9% Damage Reduction while in Werebear form. This bonus persists for 3 seconds after leaving Werebear form. Requires a point in Predatory Instinct. |
DefensiveRequired Points: 2 |
---|
Cyclone Armor
Type: Nature Magic Damage: Physical Cooldown: 18 seconds Lucky Hit Chance: 25% Tags: Defensive, Nature Magic, Storm |
Enhanced Cyclone ArmorEnemies who are Knocked Back by Cyclone Armor are also Slowed (CC) by 70% for 2 seconds. |
Innate Cyclone ArmorEnemies Knocked Back by Cyclone Armor become Vulnerable for 3 seconds. |
Preserving Cyclone ArmorEvery 10 seconds, Cyclone Armor intensifies, causing incoming damage to grant you 30% Damage Reduction for 2 seconds. |
Earthen BulwarkRocks surround you for 3 seconds, granting a Barrier that absorbs 45% of you Base Life in damage. Type: Nature Magic Cooldown: 16 seconds Lucky Hit Chance: 30% Tags: Defensive, Nature Magic, Earth |
Enhanced Earthen BulwarkEarthen Bulwark makes you Unstoppable while active. |
Innate Earthen BulwarkRock shrapnel flies outward when Earthen Bulwark is destroyed or expires, dealing 30% to surrounding enemies. This damage is increased by Barrier bonuses. |
Preserving Earthen BulwarkCasting Earthen Bulwark grants 18% of your Maximum Life as Fortify. |
Debilitating RoarShapeshift into a Werebear and bellow a mighty roar, reducing Nearby enemies' damage dealt by 70% for 4 seconds. Cooldown: 22 seconds Tags: Defensive, Werebear, Shapeshifting, Shout |
Enhanced Debilitating RoarDebilitating Roar also Fortifies you for 22% Maximum Life. |
Innate Debilitating RoarDebilitating Roar also slows (CC) enemies by 65% for its duration |
Preserving Debilitating RoarDebilitating Roar also Heals you for 4% of your Maximum Life each second for its duration. |
Blood HowlShapeshift into a Werewolf and howl furiously, Healing you for 20% of your Maximum Life. Cooldown: 15 seconds Tags: Defensive, Werewolf, Shapeshifting |
Enhanced Blood HowlKills reduce the cooldown of Blood Howl by 1 second. |
Innate Blood HowlBlood Howl also generates 20 Spirit. |
Preserving Blood HowlBlood Howl also increases your Attack Speed by +15% for 4 seconds. |
Passives
Ancestral FortitudeIncrease your Resistance to All Elements by + 5 / 10 / 15%. |
VigilanceYou gain 5 / 10 / 15% Damage Reduction for 6 seconds after using a Defensive Skill. Requires a point in Ancestral Fortitude. |
CompanionRequired Points: 11 |
---|
Poison Creeper
Damage: Poison Cooldown: 20 seconds Lucky Hit Chance: 28% Tags: Companion |
Enhanced Poison CreeperPoison Creeper's Immobilize duration is increased by 1 second. |
Ferocious Poison CreeperPoison Creeper's active Poisoning duration is increased by 3 seconds. |
Brutal Poison CreeperYour Critical Strike Chance is increased by +20% against enemies strangled by Poison Creeper. |
Wolves
Type: Companion Damage: Physical Cooldown: 11 seconds Lucky Hit Chance: 50% Tags: Companion |
Enhanced Wolf PackWolves deal x25% increased damage to Immobilized, Stunned, Slowed, or Poisoned enemies. |
Ferocious Wolf PackLucky Hit: Your Wolves' attacks have up to a 40% chance to Fortify you for 8% Maximum Life. |
Brutal Wolf PackWhen you Critically Strike, your Wolves gain 25% Attack Speed for 3 seconds. |
RavensPassive: 1 Raven flies above you and periodically attacks your enemies for 31% damage every 5 seconds. Active: The target area is swarmed with ravens, dealing 300% damage over 6 seconds. Damage: Physical Cooldown: 15 seconds Lucky Hit Chance: 45% Tags: Companion |
Enhanced RavensYou have a + 8% increased Critical Strike Chance against enemies for 6 seconds after they are hit by Ravens. |
Ferocious RavensEnemies inside the swarm of Ravens when it is activated become Vulnerable for 3 seconds. |
Brutal Ravens2 additional Ravens appear when they periodically attack enemies. Increase the passive damage of Ravens by 40%. |
Passives
Call of the WildYou Companion Skills deal x12% bonus damage. |
ClarityAfter casting a Companion Skill, your next Core or Wrath Skill’s damage and Critical Strike Chance are increased by 5%, up to 15%. |
Nature's ReachDeal x 3 /6 / 9% increased damage to Distant enemies. Double this bonus if they are also Slowed, Stunned, Immobilized or Knocked Back. |
WrathRequired Points: 16 |
---|
HurricaneForm a hurricane around you that deals 134% damage to surrounding enemies 8 seconds. Type: Nature Magic Damage: Physical Cooldown: 20 seconds Lucky Hit Chance: 21% Tags: Wrath, Nature Magic, Storm |
Enhanced HurricaneEnemies who are damaged by Hurricane are Slowed (CC) by 25% for 2 seconds. |
Natural HurricaneHurricane has a 15% chance to make enemies Vulnerable for 3 seconds. |
Savage HurricaneEnemies affected by Hurricane deal 20% less damage. |
BoulderUnearth a large rolling boulder that repeatedly Knocks Back (CC) and crushes enemies, dealing 46% damage with each hit. Type: Nature Magic Damage: Physical Cooldown: 10 seconds Lucky Hit Chance: 4% Tags: Wrath, Nature Magic, Earth |
Enhanced BoulderWhen Boulder reaches the end of its path, enemies hit are Slowed (CC) by 30% for 3 seconds. If Boulder Overpowered, enemies are Stunned (CC) for 4 seconds instead. |
Natural BoulderWhile you have any Fortify, Boulder has +20% increased Critical Strike Chance. |
Savage BoulderBoulder's Critical Strike Chance is increased by +3% each time it deals damage. |
RabiesShapeshift into a Werewolf and perform an infectious bite against enemies in front of you, dealing 28% damage, and applying an additional 23% Poisoning Damage over 6 seconds. Infected enemies spread Rabies to other surrounding targets. Type: Shapeshifting Damage: Poison Cooldown: 12 seconds Lucky Hit Chance: 50% Tags: Wrath, Werewolf, Shapeshifting |
Enhanced RabiesRabies' Poisoning Damage also increases over the lifetime of the disease, dealing x60% bonus damage at maximum duration. |
Natural RabiesRabies spreads 50% faster. |
Savage RabiesRabies deals its total Poisoning Damage in 4 seconds instead of 6. |
TrampleShapeshift into a Werebear, become Unstoppable, and charge forward, dealing 75% damage and Knocking Back (CC) enemies. Enemies who are Knocked Back into terrain take an additional 45% damage and are Stunned (CC) for 3 seconds. Damage: Physical Cooldown: 14 seconds Lucky Hit Chance: 20% Tags: Wrath, Werebear, Shapeshifting |
Enhanced TrampleTrample deals x150% bonus damage. This bonus is reduced by x50% for each enemy hit after the first. |
Natural Trample |
Savage Trample |
Passives
Crushing EarthEarth skills deal x 5 / 10 / 15% increased damage to Slowed, Stunned, Immobilized or Knocked Back enemies. |
SafeguardCritical Strikes with Earth skills Fortify you for 2 /4 / 7% Maximum Life. Requires a point in Crushing Earth. |
Stone GuardWhile you have Fortify for over 50% of your Maximum Life, your Earth skills deal x 4 /8 / 12% increased damage. Requires a point in Crushing Earth. |
Neurotoxin |
EnvenomYou and your Companions gain x 10 / 20 / 30% bonus Critical Strike Damage against Poisoned enemies.. Requires a point in Neurotoxin. |
Toxic ClawsCritical Strikes with Werewolf skills deal 8 /16 / 24% of their Base Damage as Poisoning Damage over 4 seconds. Requires a point in Neurotoxin. |
MendingWhile in Werebear form, you receive + 6 / 12 / 18% additional Healing from all sources. |
ProvocationWhen you remain in Werebear form for at least 24/20/16 seconds your next skill will Overpower. Requires a point in Mending. |
Elemental ExposureLucky Hit: Your Storm skills have up to 10% chance to make enemies Vulnerable for 1/2/3 seconds. |
Charged AtmosphereEvery 14 / 11 /8 seconds, a Lightning Bolt hits a Nearby enemy dealing 45% damage. Requires a point in Elemental Exposure |
Electric ShockLucky Hit: Dealing Lightning Damage to enemies has up to a 8 / 16 / 24% chance to Immobilize (CC) them for 3 seconds. If the target is already Immobilized, the Lightning Damage dealt to them is increased by x 7 / 14 / 21% instead. Requires a point in Charged Atmosphere. |
Endless TempestIncrease the duration of Hurricane and Cataclysm by x 5 / 10 / 15%. Requires a point in Elemental Exposure. |
Bad OmenLucky Hit: Up to a 10 / 20 / 30% chance when dealing damage to a Vulnerable, Immobilized or Stunned enemy that a Lightning Bolt also hits dealing 55% damage. Requires a point in Charged Atmosphere or Endless Tempest. |
UltimateRequired Points: 23 - You can have only one Ultimate active at a time. |
---|
CataclysmA massive storm follows you for 8 seconds. Twisters Knock Back (CC) enemies, and lightning strikes wildly dealing 95% damage. Type: Nature Magic Damage: Lightning Cooldown: 60 seconds Lucky Hit Chance: 62% Tags: Ultimate, Nature Magic, Storm |
Prime CataclysmCataclysm's duration is increased by 4 seconds. |
Supreme CataclysmLightning strikes from Cataclysm make enemies Vulnerable for 6 seconds. |
PetrifyEncase all Nearby enemies in stone, Stunning (CC) them for 3 seconds. You deal x30% increased Critical Strike Damage to enemies affected by Petrify. Against Bosses, the Critical Strike Damage bonus is increased to x 50% and its duration is increased to 6 seconds. Type: Nature Magic Damage: Physical Cooldown: 50 seconds Tags: Ultimate, Nature Magic, Earth |
Prime PetrifyPetrify grants 50 Spirit when cast and its effect durations are increased by 1 second. |
Supreme PetrifyKilling an enemy affected by Petrify reduces its Cooldown by 1 second. Hitting a Boss with Petrify reduces its Cooldown by 10 seconds. |
Grizzly RageShapeshift into a Dire Werebear for 10 seconds gaining x20% bonus damage and 20% Damage Reduction. Damage bonus is increased by 3% each second while in this form. Kills extend the duration by 1 second up to 5 additional seconds. Type: Shapeshifting Damage: Physical Cooldown: 50 seconds Tags: Ultimate, Werebear, Shapeshifting |
Prime Grizzly RageGrizzly Rage makes you Unstoppable for 6 seconds |
Supreme Grizzly RageGain 8% Maximum Life as Fortify per second while Grizzly Rage is active. |
LacerateShapeshift into a Werewolf, become Immune and quickly dash 10 times between enemies in the area dealing up to 460% damage. Type: Shapeshifting Damage: Physical Cooldown: 35 seconds Lucky Hit Chance: 7% Tags: Ultimate, Werewolf, Shapeshifting |
Prime LacerateLacerate hits Heal for 3% Maximum Life, doubled on Critical Strikes. The first Critical Strike is guaranteed and deals 150% increased damage. |
Supreme LacerateWhenever Lacerate Critically Strikes, your Shapeshifting Skills deal 4% increased damage for 10 seconds, up to 40%. |
Passives
Defensive PostureIncrease the amount of Fortify you gain from all sources by + 5 / 10 / 15%. |
Thick HideWhenever you are Stunned, Immobilized, or Knocked Down, Fortify for 10 / 20 / 30% Maximum Life. Requires point in Defensive Posture. |
UnrestrainedReduce the duration of Control Impairing Effects by 5 / 10 / 15%. Doubled this effect while you have Fortify for over 50% of your Maximum Life. Requires a point in Thick Hide or Nature's Resolve. |
Nature's Resolve5 / 10 / 15% chance when struck to Fortify you for 4% Maximum life. Requires point in Defensive Posture. |
QuickshiftWhen Shapeshifting into a new animal form, you deal 1% increased damage for 3 seconds, up to 6%. |
Natural FortitudeShapeshifting Fortifies you for 2 / 4 / 6% Maximum Life. Requires a point in Quickshift. |
Heightened SensesWhen Shapeshifting into an animal form, Werebear grants 2% Damage Reduction and Werewolf grants 2% Movement Speed, each for 6 seconds. Bonuses are doubled while both are active. Requires a point in Quickshift. |
DefianceNature Magic skills deal x 4 / 8 / 12% increased damage to Elites. |
Circle of LifeNature Magic skills that consume Spirit Heal you for 1 / 2 / 3% of your Maximum Life. Requires point in Defiance. |
ResonanceNature Magic skills deal 2 / 4 / 6% increased damage. Triple this bonus if an Earth skill is the next skill cast after a Storm skill or a Storm skill is the next skill cast after an Earth skill. Requires point in Circle of Life or Natural Disaster. |
Natural DisasterYour Earth skills deal x 4 / 8 / 12% increased damage to Vulnerable enemies. Your Storm skills deal x 4 / 8 / 12% increased damage to enemies that are Stunned, Immobilized, or Knocked Back. Requires point in Defiance. |
Key PassivesRequired Points: 33 - You can have a point in only one of these at a time. |
---|
Ursine StrengthGain x 20% additional Maximum Life while in Werebear form and for 3 seconds after leaving Werebear form. While Healthy, deal x 25% increased damage and x 30% increased Overpower damage. |
Bestial RampageAfter being a Werewolf for 2 seconds, gain +30% Attack Speed for 15 seconds. After being a Werebear for 2 seconds, deal x50% increased damage for 15 seconds. |
Lupine FerocityEvery 6th Werewolf skill hit Critically Strikes and deals x 140% increased damage. |
Earthen MightLucky Hit: Damaging enemies with Earth skills has up to a 5% chance to:
This chance is increased by:
|
Nature's FuryCasting an Earth skill has a 30% chance to trigger a free Storm skill of the same category, and vice versa. These free Skills count as both Earth and Storm Skills. |
Perfect StormYour Storm skills that you cast grant 1 Spirit and deal x20% increased damage when damaging Vulnerable, Immobilized or Slowed enemy. |
Barbarian | Druid | Necromancer | Rogue | Sorcerer |
---|---|---|---|---|